PC Gamer

If you're into Terraria, you might be aware of Super Terraria World, a standalone mod that morphs Re-Logic's sandbox survival game into a proper RPG, complete with quests, NPCs, skills, and other RPG-y things in a fixed world. If you weren't aware, then you should probably follow this link, before cancelling all your plans for today. Super Terraria World has just been updated to version 1.12a; there's a Patreon campaign and a new, 'official' trailer showing the ambitious mod off.

As explained over on Reddit, 1.12a "brings STW to the current code base of Terraria (". It also adds a new friendly NPC, an additional, chilly player-owned world, "leaf particles while using the Magic Leaf", an updated spear ability, revamped Mana regen logic and more. The end goal of the team is for the mod be an MMO, but for now it's single-player only.

PC Gamer

GOG Connect launched earlier this year as a means to allow users to transfer select DRM-free Steam games to their GOG libraries. Assuming said games exist in the CD Projekt Red-owned distribution platform s catalogue, and the relevant developer has agreed to take part in the process, Connect scans your Steam collection before permanently making the switch, free of Steam s copyright protection.

The initiative premiered in June with resounding success , thus GOG has returned to announce the second major batch of GOG Connect titles 17 in total. These include:

  • Hotline Miami
  • Olli Olli
  • Shadow Warrior (the 2013 remake)
  • Baldur’s Gate: Enhanced Edition
  • AI War: Fleet Command
  • Anno 1404: Gold Edition
  • Cossacks Anthology
  • DEX
  • Hot Tin Roof: The Cat That Wore a Fedora
  • The Last Federation
  • Teslagrad
  • The Incredible Adventures of Van Helsing: Final Cut
  • The Masterplan
  • Two Worlds: Epic Edition
  • X: GOLD
  • X Rebirth
  • Ziggurat

Details on how to sign up to GOG Connect can be located here, while a comprehensive Q&A can be found in this direction.

In other GOG-related news, the platform has just launched a Back To School Sale which houses individual discounts and bargain bundles on a range of games. Deals change daily, however today s include Vampire: The Masquerade Bloodlines for 5.19/$6.66, Day of the Tentacle Remastered for 5.49/$6.99, Dragon Age: Origins Ultimate Edition for 5.99/$7.69, and Dying Light: The Following Enhanced Edition for 19.99/$25.79.

The Back to School sale is on now until 11pm BST/3pm PT Sunday, October 2. The list of discounts in its entirety can be perused this-a-way.

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)


GOG Connect is a pleasant little scheme from the DRM-free digital distributor, letting people who own certain games on Steam get GOG versions too for free. Now it’s back. GOG today launched another round of GOG Connect, with another seventeen games for Steamers to redeem. Because, y’know, it’s nice to have a DRM-free backup without buying a game twice. The lineup this time includes Hotline Miami, The Last Federation, the Shadow Warrior reboot, X Rebirth, and Teslagrad.

Oh, and GOG has launched another big sale too.

… [visit site to read more]

PC Gamer

This article was originally published in PC Gamer issue 296. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.

Devolver digital isn t your average videogame publisher. I realise this in a basement, fifteen minutes away from San Francisco s Game Developers Conference, watching colourful penises slither across the screen. Next to me is Mike Wilson, one of Devolver Digital s five founders. We both watch as two dicks circle one another like professional wrestlers, each trying to penetrate the other s asshole. Cheers erupt from those around us as one succeeds, then rise even higher when the other also penetrates, forming a swirling genital ouroboros. Mike turns to me and smiles. Welcome to the Devolver Bunker.

Calling it a bunker might be too dramatic unless you think several dozen game developers, a keg, and a karaoke machine are what s worth saving in the apocalypse. But this bunker, now a time-honoured tradition during the Game Developers Conference, perfectly represents everything Mike wants Devolver Digital to be: a place on the outer fringe where creators are free to create. In here it s just you, a selection of likeminded individuals, and the mutual desire to make something interesting.

For Evan Greenwood, one of the people behind the explosive shoot- em-up Broforce, interesting meant Genital Jousting. It s a game where anywhere from two to eight penises can face off in an effort to engage in mutually beneficial and consensual coitus. The way these flopping, flaccid penises are animated is both slightly disturbing and hilarious, the Mount Your Friends sweet spot of party games. From the sounds of it, it s going to be one of Devolver Digital s next games.

Power games 

Devolver Digital is more than just a publishing company for weird indie games about cocks, however. It s pioneering a new way of thinking about the relationship between developer and publisher. It s been a very weird fucking journey, Mike says when I ask him about his past. It s hard not to see him as a kind of father with a dozen bastard children. Across two decades working in the industry, there s no denying how central his marketing and business development has been to the growth of PC gaming. Quake, Doom, Deus Ex, Mafia, Max Payne, Tropico over the years, Mike s had his fingers in a lot of videogame pies.

Being at ground zero of the PC gaming explosion wasn t quite the incredible experience you might imagine. Sure, he was once allowed to commission a giant vagina archway for a Microsoft Windows 95 launch event, but that doesn t seem to be much of what he remembers from that time. Instead, much of Mike s past is marked by battles against the corporate need to control game developers in every way possible that ever-present tension between business and art. He s watched as many naive developers, often barely more than teenagers, fell victim to exploitative contracts, empty promises, and delusions of grandeur. He s seen egos ballooned to unmanageable sizes, friendships torn apart by avarice, and careers ended to preserve corporate secrets.

He s also seen what happens when developers wise up and start making a fuss. The traditional method of dealing with difficult talent is to buy them, Mike explains. The publishers then own their intellectual property and can continue to crank out sequels with less uppity game developers. That s the point of owning the developer, you never have to listen to them.

Distaste for that kind of business practice is what led Mike to found Devolver Digital, along with business partners Harry Miller, Rick Stults, Nigel Lowrie, and Graeme Struthers. They wanted to create a videogame publisher that would cultivate a different kind of relationship with developers. Devolver Digital s contracts grant the developer of the game the lion s share of the royalties, and it s the developer who has the final say on every major decision, too. In the end, Devolver Digital is merely an enabler, giving scrappy indie studios the resources they need to build great games.

He who has the gold makes the rules, that s just the way that business goes, Mike says, but we saw that this industry hadn t really realised that the developers are the talent, and eventually they re going to be recognised as who s important in these relationships. It s one of the things at the heart of Devolver.

When I ask what else makes up Devolver s heart, Mike laughs. Have you met Nigel yet?

Cock and bull 

Nigel Lowrie is, at first glance, a wonderful kind of contrast to Mike Wilson. He s tall, well-dressed, and looks like he s never been to Burning Man. He s also the most important voice an indie developer might ever hear. I m a people person, he says. Most of the things that I do involve looking for games we might want to publish, talking to developers, and then, once a game has come into our warm, loving embrace, working on the marketing aspect with them.

Nigel s involvement with Devolver goes back further than the company itself. In 2008, Mike and other Devolver founders, Harry and Rick, were trying to bring their publishing vision to life under the name Gamecock Media Group. I was working in advertising in Dallas at the time, Nigel recalls, for companies like Seven-Eleven and Hot Pockets. We got to do cool things now and again, but after a while I wanted to put my head in a microwave oven. I wanted to do marketing for something I liked, so I sent Mike a blind email telling him I loved videogames with my whole body including my pee pee. That got his attention.

The year 2008 had other plans. Gamecock, like many of Mike s previous companies, had only been possible with investment from a third party, but getting help from the outside was beginning to feel like it caused more problems than it solved. When Gamecock s sole investor pulled out during the height of the 2008 financial crisis, Gamecock crumbled to dust, and Mike, Harry, Rick and Nigel weren t about to make the same mistake again. We decided to start our own thing under our own control and not beholden to someone else, Nigel says, and that s how Devolver Digital was born.

Sam but different 

Devolver didn t immediately become the recognised name it is now. Its first four years of life were spent working as the publisher for Croteam and its famous shooter, Serious Sam. Devolver was bringing Sam back from the grave thanks to a series of popular HD remakes, but they also wanted to experiment with publishing their own small-scale, high-concept games, and Serious Sam was the perfect test subject.

In late 2011, Devolver contracted developers Mommy s Best Games, Be-Rad Entertainment and Vlambeer the studio that would go on to make hits such as Nuclear Throne to create small indie game spin-offs set in the Serious Sam universe. While none of these contracted games set the world on fire, this did inspire a close relationship between Devolver and Vlambeer, who had just come across a group of Swedish developers whose game would.

In a rundown apartment in Gothenburg, Sweden, Jonatan Cactus S derstr m and Dennis Wedin had a common problem for indie developers: no money. The two had been designing games together since meeting through Dennis s band, but if they were going to keep the lights on, they needed to create something more substantial than the bizarre freeware creations Jonatan had been pumping out since he was a teenager. Digging through the refuse of half-finished and abandoned projects, the two happened upon the remains of Super Carnage, the soul of which would go on to create one of the most successful indie games ever.

I d always been a fan of Jonatan s games, Nigel explains. They were very peculiar and weird. One day Rami Ismail from Vlambeer emailed me and said, hey, Jonatan is working on a game he wants to turn into something bigger. He introduced me to Jonatan and then he sent me a build to play. It was one of those things where it was rough, but you instantly understood why it s going to be special.

Nigel believed that this game could be something different. At that time, indie videogames were just growing into the massive phenomenon they are today, and this project between Jonatan and Dennis was going to be a huge help. Trusting his gut, Nigel showed the game to the rest of the founders at Devolver. We had no track record, we d only worked with Croteam and Vlambeer, Nigel explains. I took it to the team and everyone dug it, but, at the time, we really didn t have a lot of money, we had all been working for free to this point we didn t pay ourselves. We all had back pay, so a few of us went in and said, hey, to make this game I will forfeit some of my back pay because this is how much we believe this could work. We really put our money where our mouths were.

The prototype transformed into Hotline Miami, an eye-catching and idiosyncratic top-down shooter that demanded attention with its bloody, neon punk aesthetic. It became one of the biggest indie success stories ever, taking the world by storm with its violence and pumping electronic beats. Between the first game and the sequel, Hotline Miami 2: Wrong Number, the series would sell over five million copies.

The success of Hotline Miami changed Jonatan S derstr m and Dennis Wedin s lives as much as it changed everyone s at Devolver Digital. The company found its groove and began seeking more indie titles that it could help bring to life going on to publish hits such as Luftrausers, OlliOlli and The Talos Principle. As indie games exploded across PC and consoles, Devolver Digital was there, fanning the flames. To me, it boils down to one thing, Mike says. People are remembering that games are supposed to be fun rather than impressive.

Success story 

Hotline Miami brought Devolver to a place where it wasn t just capitalising on a trend in videogames, but a cultural one too. Mike explains to me that indie developers aren t the same breed he worked with all those years ago when he first got into the industry. They re leaner, more collaborative, and less interested in rolling in piles of money. I love that people aren t trying to use their game as a stepping stone to make a bigger one, he says. And you really see that when someone makes it, they cannot wait to help others succeed too.

That lack of ambition for the hollow trappings of success couldn t be a better fit for Devolver. Despite their success, the founders are adamant on not turning their company into anything more than it is. They don t need an extravagant office or a pushy marketing team, Mike says, and they certainly don t need to sell out to a bigger company. In fact, the founders of Devolver Digital are so opposed to becoming the stereotypical publisher, they even invented their own fictional persona to be the face of the company.

His name is Fork Parker, and his bizarre wit allows the members of Devolver to do their work without the sweating from the heat of the spotlight. As Mike and I sit outside, taking a breather from the bunker below, he tells me something I want to always remember: There s freedom in being small.

That freedom is the foundation of a new kind of relationship between publisher and developer, one built on trust and respect rather than profit margins and value propositions. When we return to the Devolver bunker, we find it packed with people. Developers chat excitedly, people flail around wearing VR headsets, and Genital Jousting has been replaced by a new game where you play a grizzly bear trying to buck off what looks like a naked Danny DeVito. There s an undeniable sense of community here and at the centre of it stand just five people.

I don t have too much time to think about it because as soon as we step back inside Mike turns to me and smiles. I hope you like tequila.

Community Announcements - andreaszecher

Just a quick announcement that our upcoming game is now up on Greenlight. Future Unfolding is an action adventure where you explore a dream-like, surreal world that is procedurally generated. Think The Legend of Zelda meets Another World. Read more about it here.
Community Announcements - Mitaki
We just launched Live Beta 2 for Awesomenauts 3.3: Rise of Galactron! Over the next couple of hours we'll be testing some of the improvements we've made in the previous weeks and are once again tracking the overall system performance.

Log in, play some games, and experience the new matchmaking system in the live environment for the first time! The system will be disabled later today, reverting back to the regular matchmaking system.

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>

Some days you just want to watch the world burn. Sometimes you want to spin the world of its axis and watch as its mass is consumed by the sun, which has just suddenly expanded to ten times its original size. Some days you just need to play Universe Sandbox.

… [visit site to read more]

PC Gamer

Dear Esther may very well be the most famous walking simulator ever released, and also one of the best. Its 2012 release made enough of an impact that a remastered version called the Landmark Edition is in the works, and in October people who live in and around the great city of London will have the opportunity to enjoy it in an entirely new way: As a live on-stage performance.

Starting on a small beach, with only a brooding cliffs and a small lighthouse in view, BAFTA-nominated narrator Oliver Dimsdale takes you through the game, journeying from the desolate Hebridean island to a car crash on the M5, a crisis of faith of a guilty heart, the lost shores of a dreamed shoreline and a final ascent through the waters of madness to the release of flight, the play's description explains. With the playthrough of the game on-screen accompanied by live narration and a live performance of BAFTA-winning composer Jessica Curry s powerful score, the story is even more brought to life here.

I would absolutely attend this play if I could. I very much enjoyed Dear Esther in videogame form, and the chance to see a live performance by Jessica Curry, who composed and performed its soundtrack, would be worth the price of admission entirely on its own. And I think that having the interactivity, such as it is, taken out of the audience's hands will result in a very new sort of experience, too. Say what you will about walking simulators, but losing all control of your actions within the game world to basically be caught within another person's dream and to be forced to simply watch and listen may well lead to a very different perspective on what's happening.

Sadly, I won't be anywhere near the UK when the players hit the stage, but maybe someone will sneak in a camera. Dear Esther will be performed at 7:30 pm UK time on October 14, at the Milton Court Concert Hall. Tickets are 22.50 plus booking fee. Full details and links to book tickets for those of you who will be in the neighborhood are at barbican.org.uk.

Community Announcements - br33dlove
Hey gang, our friends at Gambitious Digitial Entertainment and ThirtyThree Games have released the ridiculously awesome RunGunJumpGun and all owners of Hotline Miami get an automatic 25% off the game at checkout on Steam.

Enjoy all of the beautifully challenging Running and Gunning that the game’s meticulously handcrafted 120 levels have to offer, and lose themselves in its thumping original soundtrack.

Check it out and enjoy!


Community Announcements - Mitaki

We just released Awesomenauts 3.2.6 on Steam, and with it, the very first Live Beta for the new matchmaking system slated for update 3.3! All hail Galactron! Furthermore, cool features included in Awesomenauts 3.2.6 include the all-new Assists system, a slew of balance tweaks, and some bug fixes.

For the first time ever, the matchmaking system is in the capable hands of Galactron. We'll switch back to the 'regular' matchmaking system in a few hours, but the new balance changes will remain in the game! Over the coming weeks, we'll be using these tests to further improve the Galactron experience and make sure it's bug free when it goes live definitively in a few weeks1

Want to know more about all the cool new features Galactron brings? Catch all the details over here: http://steamcommunity.com/games/204300/announcements/detail/960773883816805347
Head to our forums for the full patch notes for Update 3.2.6: http://www.awesomenauts.com/forum/viewtopic.php?f=6&t=47363

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